Hi, I'm Treeston, and welcome to Combat PR Prep Refactors.

Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it.
New methods on Unit:
- void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false);
- bool IsImmuneTo<All/PC/NPC>() const;

(cherry picked from commit 74af880217)
This commit is contained in:
treeston
2017-07-09 02:07:29 +02:00
committed by Shauren
parent befbfbb655
commit 2dfafa69eb
82 changed files with 294 additions and 203 deletions

View File

@@ -277,13 +277,13 @@ class spell_q11396_11399_force_shield_arcane_purple_x3 : public SpellScriptLoade
void HandleEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
Unit* target = GetTarget();
target->AddUnitFlag(UNIT_FLAG_IMMUNE_TO_PC);
target->SetImmuneToPC(true);
target->AddUnitState(UNIT_STATE_ROOT);
}
void HandleEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
GetTarget()->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC);
GetTarget()->SetImmuneToPC(false);
}
void Register() override